Things to Know
The campaign is called Path of Rebellion . For now, at least. I'm calling my overall series of campaigns the Anaxes Series , and this will be the second entry. You may remember my project last year, the Siege of the Arkanis Sector . It was my first stab at making a homebrew campaign and it was both my top project for most of the year and also quite a steep learning curve. I've taken some of my best ideas and applied them to the newest "season," and I'll be rolling out this second campaign very soon.
It's a bigger galaxy. I took a step up from Arkanis Sector and made this campaign span the whole Star Wars galaxy. Aesthetically, it felt too crowded to jam the entire crowd of misfit faces from Armada into a single sector. This campaign will feature battles from Corellia to Tatooine, and all sorts of worlds in between. Everything in Armada, and perhaps a few custom cards, will find its way in.
Fleet building is more restricted. This sounds crazy, but hear me out. In the campaign, I have a large spreadsheet with ships (prebuilt with upgrades) and squadrons (prebuilt into small groups of 2-4 squadrons). Players pick from these units, but the key trick is that they're not allowed to edit them . In other words, you pick off of a menu rather than tailoring everything according to design.
- Thematic. I want to encourage rules that make the campaign feel like real warships, and less like collectible card combos. I consider both game effects and the role and history of the units in the game during the design process.
- Rebalancing. I'm realistic that some cards and some combos are just better than others. Prebuilt ships means that I can tweak the cost of a package if it's underpowered or overpowered.
- Tech tree. Early in the campaign, teams will have access to more basic units (staples of the faction, or ships typical of the early Rebellion era), and later in the campaign players will unlock more advanced options. '
A war on many fronts. Locations in Path of Rebellion belong to various fronts of the war, and when you fight over any given world, your successes will result in progress for your team across that front. Tatooine, Ryloth, Mandalore, and others represent one front: the Outer Rim with its harsh worlds and pirate raids. Mon Cala, Minntooine, Pammant, and others represent another front: the well-defended shipyards of the Mon Calamari people. In total, I have four fronts so far. I plan to consider the campaign in "1.0" state when these four are ready, but in the future I hope to expand on that and bring even more planets into the game.
Scarring and veterancy are back , first introduced in the Corellian Conflict . This time, it’s expanded upon in a more granular way, with levels of scarring instead of a binary scarred/unscarred. The most common way to take a scar is by being destroyed in battle, which adds +1 Scarring. But, some effects can add or reduce scarring. What matters is that each scar increases the cost of the unit by about 10%. As ships are battered in combat, it becomes more and more inefficient to keep fighting with them. Commanders will want to rotate their forces, seeking newer and stronger ships as older ones are taken down. With the right strategies, admirals can find opportunities to remove scarring, such as through claiming victory at planets that house the proper facilities. Veterancy, meanwhile, is also given levels instead of an on/off status. It works similarly to the Corellian Conflict , but I will be ready for a few more specifics soon.
Agenda cards interact with the rules. Most of the time, players will be holding three randomly drawn agenda cards during a battle, hoping (or strategizing) for the right conditions to transpire so that those agenda cards can be played in order to win more campaign points. Agenda cards resemble Objective cards from Rebellion. Both teams use these cards, but individualized for the faction. Most agenda cards give the player something to strive for in battle, aside from straight victory. For example, destroying a specific type of ship, or keeping your flagship alive. These cards are played at the conclusion of the battle, during the Scoring step. But, a few agenda cards are played at other timings, and may interrupt play in order to deliver an unusual effect, such as interacting with the agenda cards in your opponent's hand. Additionally, some agenda cards give a small boosted effect if played by the indicated commander. There will be a few of these that affect each commander for both factions, but the system is meant to be a touch more generous to "underpowered" commanders like Tagge, Mothma, Tarkin, and Iblis.